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Bard Outlander

CLASS & LEVEL BACKGROUND PLAYER NAME

Goliath
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION

12
STRENGTH

+3 ARMOR
+0 30 feet
+2 PROFICIENCY BONUS CLASS INITIATIVE SPEED

16 PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY
Dexterity

+0 Constitution
CURRENT HIT POINTS IDEALS
Intelligence

11 Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS
+2
BONDS

Acrobatics (Dex) Total SUCCESSES


14 Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)

-2 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
Deity: Earth / Nature
History (Int)
Spear* +5 1d6+3 Piercing Stone’s Endurance: You can focus yourself to
7 Insight (Wis) occasionally shrug off injury. When you take damage,
Intimidation (Cha) Handaxe** +5 1d6+3 Slashing you can use your reaction to roll a d12. Add your Con-
stitution modifier to the number rolled, and reduce the
WISDOM Investigation (Int) damage by that total. After you use this trait, you can’t
use it again until you finish a short or long rest.
+1 Medicine (Wis)
Nature (Int) *Spear, versatile: (1d8+3), thrown: (20/60)
Powerful Build: You count as one size larger when
determining your carrying capacity and the weight you
** Handaxe, thrown: (20/60) can push, drag, or lift.
Perception (Wis)
13 Cantrips:
Mountain Born: You’re acclimated to high altitude,
Performance (Cha) including elevations above 20,000 feet. You’re also
naturally adapted to cold climates.
Persuasion (Cha) Spellcasting Ability: Charisma is your spellcasting Wanderer: You have an excellent memory for maps
CHARISMA
Religion (Int) ability for your spells. The saving throw DC to resist and geography, and you can always recall the general
+3 Sleight of Hand (Dex)
a spell you cast is 13. Your attack bonus when you
make an attack with a spell is +5.
layout of terrain, settlements, and other features
around you. In addition, you can find food and fresh
Stealth (Dex) water for yourself and up to five other people each day,
provided that the land offers berries, small game, water,
16 Survival (Wis) and so forth.
Bardic Inspiration: You can inspire others through
SKILLS ATTACKS & SPELLCASTING stirring words or music. Use a bonus action on your
turn to choose one creature other than yourself within
60 feet of you who can hear you. That creature gains
PASSIVE WISDOM (PERCEPTION) Studded Leather Armor, one Bardic Inspiration die, a d6. Once within the
CP
Spear, 2 Handaxes, Backpack, next 10 minutes, the creature can roll the die and add
Bedroll, 2 costumes, 5 candles, the number rolled to one ability check, attack roll, or
Proficiencies: Light Armor, Simple saving throw it makes. The creature can wait until
SP 5 days of Rations, Waterskin, after it rolls the d20 before deciding to use the Bardic
weapons, hand crossbows, longswords,
Disguise Kit. Inspiration die, but must decide before the DM says
rapiers, shortswords, 3 Musical Instruments whether the roll succeeds or fails. Once the Bardic
EP
Inspiration die is rolled, it is lost. A creature can have
only one Bardic Inspiration die at a time. You can use
this feature a number of times equal to your Charisma
GP
modifier. You regain any expended uses when you
Languages: Common, Giant, Elvish finish a long rest. Your Bardic Inspiration die changes
when you reach certain levels in this class. The die
PP
becomes a d8 at 5th level, a d10 at 10th level, and a
d12 at 15th level.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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